ruff_hi
Live 4ever! Or die trying
I was thinking that we add a row under the top 3 with the number of cities that are Influential and leave it up to the player to work out which (defense percentage?).
The first one and the easiest to use is the culture overlay.
The color intensity the plots show is proportional to the plot culture there. It is surely hard for untrained eyes to unwrinkle it all but it is definitely possible to isolate the culture contribution of a single city in every map ( a knowledge of the story of the area helps a lot , but it is not strictly needed). I rarely use it for this propose, but it is definitely doable ( I prefer to use that to calculate the "close borders" modifier and to locate cities settled after the last time I had a fresh map of the area ( given that the culture overlay, unlikes the standart map , refreshes every turn even you don't pass a unit thereDo you mean by inspecting the culture overlay to see the cultural border of each city to determine its level? That only works if the city is on the edge of their empire, right? If a city is in the middle of a group of cities, you won't see its edge.
Note: I never use any of the built-in overlays. Perhaps I'm missing out on a great feature, but they just never seemed useful to me. The only time I used that layer was for drawing lines to make BFCs, but we all know that's old hat.
1. All decays (production and research) should be adjustable in the alerts-tab.
2. On the religion screen I would like to see how much money I'm generating if I possess a shrine and maybe any surpluses of wonders (university of sankore, apostolic palace, etc...) at the city rows.
3. Would be nice, if BUG could be installed to the ..civ4\bts\mods folder.
4. The helpfile seems a bit outdated/incomplete.
On the members tab on the victory screen I can see if a diplo-victory is possible the next turn. Isn't this a cheat? I don't know the game-mechs for diplo-victory and haven't played Civ4 for a long time now, maybe it's a new feature of a patch? Explain, please.![]()
Yes, I do.If you are suggesting to have alerts added for them, e.g. "The Market in London will decay 2this turn", that's a good idea.
The same way as it is adjustable in the city screen tab, where you can edit the number of turns BEFORE the yellow exclamation mark appears. But as I know decays happen also with research, that's why I said for production AND research.Normally, alerts only trigger when the condition changes. For example, if a city is unhappy, it only alerts you when it becomes unhappy--not every turn thereafter. Should it alert you each turn of the amount of decay, or only the first turn that it starts to decay?
I think it should be mentioned somewhere on the religion screen. Would be a nice feature.You can currently see your shrine income (lumped together) on the Finance Advisor (F2).
Maybe you didn't get me? With "..civ4\bts\mods folder" I mean f.e. "c:\programs\sid maier's civilization 4\beyond the sword\mods folder". But maybe I didn't get you.This is where it goes when you do the Multi-Player install method as of v3.6 I believe. If you mean the Single-Player install method, that's impossible. It must go into the "root" folder (not where the EXE is), but you can put the root folder anywhere you want using Civ4's /altroot command-line (shortcut target) option.
I was thinking about totally rewriting the sevopediaIndeed. It takes a lot of time to design and code the features. It's a choice between keeping the docs up-to-date or having more features. Are you volunteering to help update the help file?I'm always hoping for some budding, young tech-writer-to-be to come along.
Here you can see, how weak my English is. I don't have the slightest clue what you told me hereWe've erred on the side of exposing this not-well-hidden information given that anyone can learn it with a little Googling.
But as I know decays happen also with research, that's why I said for production AND research.
I think it should be mentioned somewhere on the religion screen. Would be a nice feature.
Maybe you didn't get me? With "..civ4\bts\mods folder" I mean f.e. "c:\programs\sid maier's civilization 4\beyond the sword\mods folder". But maybe I didn't get you.
I was thinking about totally rewriting the sevopedia![]()
Here you can see, how weak my English is. I don't have the slightest clue what you told me here![]()
Not too sure, but I think I've read about it somewhere.It does? Yikes. Okay I'll have to poke around in the SDK.
Interesting. I installed it there first, but couldn't open the BUG screen via ALT+CTRL+O sometimes. Then I read the helpfile of BUG where is stated to install it to ..MyGames\BTS\Mods. I did this and since then everything works.I got you; that's where it is installed now. What version do you have installed? 4.2 is the latest, but it's gone there since 3.6 I believe.
Suggestions? No problem! A rewrite? Definitly no, as stated above.Indeed! I eagerly await your suggestions.![]()
I think this game mechanic is pretty easy to work out via observation too. That was my rational for putting it in. Almost anything is discoverable via google with enough effort ... just have to work out what we think is the right amount of effortSome of the game mechanics are fixed in the code. You can read strategy articles that will tell you exactly when a diplomatic victory is available given only the knowledge of the turn # of the last vote which you clearly know. We've erred on the side of exposing this not-well-hidden information given that anyone can learn it with a little Googling.
When CIV5 comes out, play it in Germen language pleaseI think this game mechanic is pretty easy to work out via observation too. That was my rational for putting it in. Almost anything is discoverable via google with enough effort ... just have to work out what we think is the right amount of effort.
OK, I've seen it now (my game rig is on another place than my internet PC). It's clearly labeled as religious shrine and so another consideration unnecessary.You can currently see your shrine income (lumped together) on the Finance Advisor (F2).
The control for this would be in CvMainInterface.py since that's what would have the filter buttons and displays the build buttons. It would need to call the new functions from BULL to do the filtering, however. I'm pretty sure I exposed all of the getBuildingAdditionalXXX() functions, but let me know if I missed any if you give this a shot.
The code that draws the build buttons is in a function named something like updateSelectionButtons(). If you look for "multilist" you'll find the name of the control. You can then search for that name to find the draw code. It's addMultiListGFC() or something similar.
There are a few examples in BUG: Raw Yields, PLE, and F9:WONDERS tab (top 5 cities) come to mind. These are all "checkbox" buttons: round buttons that can be selected or not which makes sense for what you want.
You need to think about how you want these to work. Should the player be able to select multiple? (show me buildings that will giveand
). This would be a little more complicated but not that much more. These would operate like the PLE filters then, and you'd want a "clear" button.
Post your idea to the SDK/Python forum to get a wider modder audience. Maybe you can enlist the help of a Python modder to help with this. It would make sense to put the buttons in the same place that BUG puts the PLE filter buttons since they will be mutually exclusive. You'd need to change BUG to hide the PLE filter buttons when no units are selected, but I could help with that once you got this going.
The wonders tab is the best example because those buttons were added as a single feature in a few commits (first to switch from a dropdown to buttons, and one to add hover text). Thus you'll see just the code that is needed by diffing revisions of that file in BUG's SVN.
- Add button to screen -- addCheckboxGFC()
- Initialize state(s) -- __init__()
- Read state(s) -- draw code
- Store state(s) -- handleInput()
Still need a BUG Options button on the top left instead of hitting ctrl-alt-o.